Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: FunkyMonkey on June 11, 2021, 08:45:49 AM

Title: Dungeon Feedback (Not about loot)
Post by: FunkyMonkey on June 11, 2021, 08:45:49 AM
Just my thoughts on a couple of dungeons, no slander only feedback on these delightful dens of monsters

Shipwreck- Have the key spawn on a boss monster or only spawn when monsters spawn, if you enter the dungeon just after it has been cleared, you can trot down to the fetch the key unmolested.

Night spawn Har'akir- Have a couple of priests spawn with the dry liches so they are not easily singled out. Don't get me wrong, they're strong as hell. But if your ready to rock and you catch them off guard, they go down pretty easily.

Fire cave (Hazlan) Swap the mobs of Salamanders with the Fire elementals, have them spawn mid-end. if your not even half way through the dungeon and your party has already been dispelled twice, it's a little disheartening and I think this is why it's on the less frequented list.

Curst- Archers, giving the assassins see invis have made a big difference in the way this dungeon was previously farmed. I would suggest a 10DR or outright acid resistance, they are already fire resistant. That would render this dungeon nigh on, party only. Maybe spawn the Vassaliches in mobs or jostle their spells so they they're not ducks for the first few rounds. Up the ante on the traps that are random around the place?

Hotep- The intial trap door DC could be pushed up a bit, it's rare given the level range for the CR for someone to drop in, usually a low level tag along. Seems the party usually just jostled and bumps their way through without really fearing the pitfall.

Are invisibility purging traps a thing, out of curiosity? Could be a nice addition to the frequently ninja'd spots..


Title: Re: Dungeon Feedback (Not about loot)
Post by: Syl on June 11, 2021, 11:12:50 AM
Just my thoughts on a couple of dungeons, no slander only feedback on these delightful dens of monsters

Shipwreck- Have the key spawn on a boss monster or only spawn when monsters spawn, if you enter the dungeon just after it has been cleared, you can trot down to the fetch the key unmolested.

Night spawn Har'akir- Have a couple of priests spawn with the dry liches so they are not easily singled out. Don't get me wrong, they're strong as hell. But if your ready to rock and you catch them off guard, they go down pretty easily.

Fire cave (Hazlan) Swap the mobs of Salamanders with the Fire elementals, have them spawn mid-end. if your not even half way through the dungeon and your party has already been dispelled twice, it's a little disheartening and I think this is why it's on the less frequented list.

Curst- Archers, giving the assassins see invis have made a big difference in the way this dungeon was previously farmed. I would suggest a 10DR or outright acid resistance, they are already fire resistant. That would render this dungeon nigh on, party only. Maybe spawn the Vassaliches in mobs or jostle their spells so they they're not ducks for the first few rounds. Up the ante on the traps that are random around the place?

Hotep- The intial trap door DC could be pushed up a bit, it's rare given the level range for the CR for someone to drop in, usually a low level tag along. Seems the party usually just jostled and bumps their way through without really fearing the pitfall.

Are invisibility purging traps a thing, out of curiosity? Could be a nice addition to the frequently ninja'd spots..

Invis purge traps might be doable since there is the Dispel hall of Hotep.. HOWEVER at the mention of that Dreaded Pitfall Trap.... CAN WE PLEASE MAKE IT A SMIDGE SMALLER?! OR IF WE HAVE THE REFLEX TO JUST JUMP OVER IT AGAIN?! The space between the trap radius and the wall is SO small...and you can spent nearly 5 mins just waiting for the party to get across... the size would be workable if we didn't have to deal with the two bloody curves in t he wall that PUSH you into the trap which then forces you back to the begining.

I would be happen to be able to jump it again with the DC at a higher then 10.

I do agree with the Har'akir suggestion, on maybe adding the liches to be near other mobs. I feel a smidge bad for em.
Title: Re: Dungeon Feedback (Not about loot)
Post by: Abear on June 11, 2021, 11:45:53 AM
I like a lot of these suggested changes!

Not exactly related to any dungeon in particular, but I've found it very interesting that PoTM has mobs that will attempt to disarm and take called shots.

I think it would be fun to add mobs who might throw a knockdown around occasionally, and something that taunts would also make for some interesting change.
Title: Re: Dungeon Feedback (Not about loot)
Post by: Syl on June 11, 2021, 12:14:57 PM
I like a lot of these suggested changes!

Not exactly related to any dungeon in particular, but I've found it very interesting that PoTM has mobs that will attempt to disarm and take called shots.

I think it would be fun to add mobs who might throw a knockdown around occasionally, and something that taunts would also make for some interesting change.

There is a few that do knock down.. the most comon one being the Axe murderer in Port LOL otherwise i don't know many that do.


Maybe also some of the low level bandits having eiher a cleric or Arcane user!! those poor bandits are so bread and butter
Title: Re: Dungeon Feedback (Not about loot)
Post by: SardineTheAncestor on June 11, 2021, 05:28:36 PM
The pitfall trap in Hotep doesn't need buffing unless it can be leaped over automatically by high dexterity characters. You should also be able to disable the trap with a lever if it's going to become more than a nuisance that sometimes eats a party member. It's a gimmick right now, it doesn't need to be a hugely annoying obstacle.

Also, those bandits might be simple, but they're designed for parties levels 2-3. Not sure I want to see a bandit mage that casts ghostly visage and 2 magic missiles before running out of spell slots and running into combat with 10 hp and a dagger.
Title: Re: Dungeon Feedback (Not about loot)
Post by: Syl on June 11, 2021, 05:34:30 PM
The pitfall trap in Hotep doesn't need buffing unless it can be leaped over automatically by high dexterity characters. You should also be able to disable the trap with a lever if it's going to become more than a nuisance that sometimes eats a party member. It's a gimmick right now, it doesn't need to be a hugely annoying obstacle.

Also, those bandits might be simple, but they're designed for parties levels 2-3. Not sure I want to see a bandit mage that casts ghostly visage and 2 magic missiles before running out of spell slots and running into combat with 10 hp and a dagger.

True they are meant for level 2-3s. But after a while they just runaway from you. there aren't really any traps in their caves, and it's more odd that there isn't a magic person in their group at all. be it healer, or mage. I'm not saying there needs to be many but one or two could add a new element.
Title: Re: Dungeon Feedback (Not about loot)
Post by: SardineTheAncestor on June 11, 2021, 05:37:31 PM
Yeah, I guess it could. The old low level dungeons are a bit generic for the most part.
Title: Re: Dungeon Feedback (Not about loot)
Post by: Syl on June 11, 2021, 05:47:25 PM
Yeah, I guess it could. The old low level dungeons are a bit generic for the most part.

could even make the bounty head be a spell caster! make them wanted for being a witch!